Unreal Engine 5 C++: 插件编写03 | MessageDialog

在虚幻引擎编辑器中编写Warning弹窗

准备工作

FMessageDialog These functions open a message dialog and display the specified informations there.

EAppReturnType::TypeUnreal Engine 中用于表示应用程序对话框(如消息对话框)返回结果的枚举类型。具体来说,当你使用 FMessageDialog::Open 或类似函数显示一个对话框时,用户的选择(例如点击"确定"、"取消"、"是"、"否"等按钮)会以 EAppReturnType::Type 的形式返回。这使得开发者能够根据用户的选择执行相应的逻辑。

EAppReturnType 是一个枚举类,其定义可能类似于以下内容:

cpp 复制代码
namespace EAppReturnType
{
    enum Type
    {
        No,
        Yes,
        YesAll,
        NoAll,
        Cancel,
        Ok,
        Retry,
        Continue
    };
}

示例代码1

cpp 复制代码
if (NumOfDuplicates<=0) {

	//Print(TEXT("Pls enter a valid number"), FColor::Red);
	FText MsgTitle = FText::FromString(TEXT("Warning"));

	FMessageDialog::Open(EAppMsgType::Ok, FText::FromString(TEXT("Please enter a valid number")), &MsgTitle);
	return;
}

插件效果1

插件效果2

------------------------------编辑器右下角slate notification的效果------------------------------------

A list of non-intrusive messages about the status of currently active work.

non-intrusive messages

非侵入性的消息,意味着这些消息不会干扰用户的操作或体验,通常是轻量级的提示或通知。

准备工作:需要的header file

https://dev.epicgames.com/documentation/en-us/unreal-engine/API/Runtime/Slate/Framework/Notifications/FSlateNotificationManager?application_version=4.27

A class which manages a group of notification windows

https://dev.epicgames.com/documentation/en-us/unreal-engine/API/Runtime/Slate/Widgets/Notifications/SNotificationList?application_version=4.27

A list of non-intrusive messages about the status of currently active work.

示例代码2

cpp 复制代码
#pragma once
#include "Misc/MessageDialog.h"
#include "Widgets/Notifications/SNotificationList.h"
#include "Framework/Notifications/NotificationManager.h"

void Print(const FString& Message, const FColor& Color)
{
	if (GEngine)
	{
		GEngine->AddOnScreenDebugMessage(-1, 8.f, Color, Message);
	}
}

void PrintLog(const FString& Message)
{
	UE_LOG(LogTemp, Warning, TEXT("%s"),*Message);
}

EAppReturnType::Type ShowMsgDialog(EAppMsgType::Type MsgType, const FString& Message, 
bool bShowMsgAsWarning = true) 
{
	if (bShowMsgAsWarning == true) 
	{
		FText MsgTitle = FText::FromString(TEXT("Warning"));

		return FMessageDialog::Open(MsgType, FText::FromString(Message), &MsgTitle);
	//return FMessageDialog::Open(MsgType, FText::FromString(TEXT("Warning: ") + Message));
	}

	else
	{
		return FMessageDialog::Open(MsgType, FText::FromString(Message));
	}
}

void ShowNotifyInfo(const FString& Message)
{
	FNotificationInfo NotifyInfo(FText::FromString(Message));
	NotifyInfo.bUseLargeFont = true;
	NotifyInfo.FadeOutDuration = 7.f;

	FSlateNotificationManager::Get().AddNotification(NotifyInfo);
}
cpp 复制代码
	if (Counter > 0)
	{
		ShowNotifyInfo(TEXT("Successfully duplicated" + FString::FromInt(Counter) + "files"));
		//Print(TEXT("Successfully duplicated" + FString::FromInt(Counter) + "files"), FColor::Green);
	}
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